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Votes

1

Found in

2022.3.13f1

2023.1.19f1

2023.2.0b17

2023.3.0a13

Issue ID

UUM-55657

Regression

Yes

”OnTriggerExit2D” is called after exiting Play Mode when trigger colliders overlap

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How to reproduce:
1. Open the user’s attached “TriggerBug.zip” project
2. Open the "SampleScene" Scene (Assets > Scenes)
3. Enter Play Mode
4. Hold the “D” or “right arrow” button
5. When the Cube gets on top of the other Cube GameObject exit Play Mode
6. Observe the Console window

Expected result: “exited” log is not logged
Actual result: “exited” log is logged

Reproducible with: 2022.2.13f1, 2022.2.21f1, 2022.3.13f1, 2023.1.19f1, 2023.2.0b17, 2023.3.0a13
Not reproducible with: 2021.3.332f1, 2022.2.12f1

Reproduced on: macOS 13.5.2 (Intel)
Not reproducible on: No other environment tested

Note: not reproducible with “OnTriggerExit”

  1. Resolution Note:

    https://issuetracker.unity3d.com/issues/ontriggerexit2d-not-called-when-colliders-are-disabled-due-to-getting-unloaded

    Exit callbacks on any 2D collider should be called when the collider is disabled, the GameObject is destroyed or the scene is unloaded.

    If you wish to avoid this behaviour then you can disable: https://docs.unity3d.com/ScriptReference/Physics2D-callbacksOnDisable.html

    This change was as result of a fix via: https://issuetracker.unity3d.com/issues/ontriggerexit2d-not-called-when-colliders-are-disabled-due-to-getting-unloaded

Comments (1)

  1. theboxfriend

    Nov 09, 2023 21:16

    If this is intended behavior, is there a reason that the behavior is not the same for the 3d messages like OnTriggerEnter?

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